Which B5 ACTA Ancient do you like the best?

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Which B5 ACTA Ancient do you like the best?

1. Shrouded Saber
1
33%
2. Pathfinder
2
67%
3. Knightship
0
No votes
4. Wheel of Thought
0
No votes
5. Angel
0
No votes
 
Total votes: 3
ATN082268
Mongoose
Posts: 110
Joined: Sun Apr 20, 2008 11:40 pm

Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Sun May 29, 2016 5:18 pm

Which of the following B5 ACTA Ancient custom designs do you like the best?

1. Shrouded Saber
2. Pathfinder
3. Knightship
4. Wheel of Thought
5. Angel

******************************
1. Shrouded Saber (Ancient)

The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.


Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).

Weapon/ Range/ Arc/ AD/ Special

Volley Laser/ 20/ F/P*/ 10/ Super AP, Double Damage

Volley Laser/ 20/ F/S*/ 10/ Super AP, Double Damage

* F/P covers Forward and Port arcs and F/S covers Forward and Starboard arcs.

Notes:

Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. At the end of the movement phase (including after all fighters have moved), a unit with a Traverse Drive may move up to 4 inches away from its position after standard movement; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).

Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so. A unit with the Advanced Stealth trait cannot have its stealth abilities completely nullified by another unit for any reason (mainly by other Ancients).

**********************************

2. Pathfinder (Ancient)

When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.


Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.

Weapon/ Range/ Arc/ AD/ Special

Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate or damage Shields or Gravitic Energy Grids. Not cumulative for multiple hits.

Medium Lightning Array/ 25/ F/ 10/ Beam, Precise, Double Damage.

Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.


Notes:

Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.

Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).

Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.

**************************************

3. Knightship (Ancient)

The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.

Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hardened Armor (see notes below), Gravitic Energy Grid 5, Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.

Weapon/ Range/ Arc/ AD/ Special

Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.

Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate

Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate

* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.

Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7 with Beam and Mini-Beam weapons hitting on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.

**************************************

4. Wheel of Thought (Ancient)

Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.


Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Afterburner, Agile, Flight Computer, Self Repair 2D6, Shields 5/5.

Weapon/ Range/ Arc/ AD/ Special

Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.

Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.

Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.

Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept any weapon attack hit (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.

******************************************

5. Angel (Ancient)

The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.

Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam weapons which includes Mini-Beams), Advanced Jump Engine, Flight Computer, Self Repair 3D6.

Weapon/ Range/ Arc/ AD/ Special

Photonic Prism Beam/ 20/ F/P*/ 6/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/S*/ 6/ Beam, Precise, Double Damage.

Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.

* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.

Notes: Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.

***********************************************
AdrianH
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Posts: 1480
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Location: Edinburgh, UK

Re: Which B5 ACTA Ancient do you like the best?

Postby AdrianH » Mon May 30, 2016 9:17 am

You may want to reconsider the rules for the Knightship. Beams and minibeams always disregard armour; if they always use the same to-hit rolls for hull values 3 to 6 then they'd use it for 7 as well. Besides, a lot of B5 ACTA players use the alternate beam rule where a roll of 3+ hits but only a roll of 5+ can re-roll for further hits, which has the advantage of the same number of hits on average as the standard rule to hit and re-roll on 4+, but with reduced chance of a flat miss or a runaway expansion. Having the alternate version hit on 4+ instead of 3+ might not give the same average number of hits as the standard version hitting on 5+.

For the Wheel of Thought: the standard Mindriders ship, the Thoughtforce, is very slow, being basically a semi-mobile fort. To be consistent with this, you may want to drop the Wheel of Thought's speed and turn rate. Also, "In either mode, weapon must be in arc and can only be used in the Attack Phase" - the telekinetic cutter has T arc so is always in arc! It will, however, need to be in range to do anything.

For the Angel: since the Triad like doing things in threes, perhaps have three Photonic Prism Beams with 5AD and the same ability as the Triumviron to gain additional AD when more than one beam attacks the same target.

As to my favourite: I'm going to vote for the Shrouded Saber. For gameplay, I've always preferred the Dark Knife over the other Ancients, the reason being that a single huge scary ship against a fleet of lesser ships is always in danger of being rendered helpless by critical hits. Super manoeuvrability plus stealth gives the Dark Knife a better chance than others to get out of traps and to recover from a crit which knocks out its weapons or its drive. Add in the Traverse Drive and this could be a lot of fun to play.
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ATN082268
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Mon May 30, 2016 11:29 am

AdrianH wrote:You may want to reconsider the rules for the Knightship. Beams and minibeams always disregard armour; if they always use the same to-hit rolls for hull values 3 to 6 then they'd use it for 7 as well. Besides, a lot of B5 ACTA players use the alternate beam rule where a roll of 3+ hits but only a roll of 5+ can re-roll for further hits, which has the advantage of the same number of hits on average as the standard rule to hit and re-roll on 4+, but with reduced chance of a flat miss or a runaway expansion. Having the alternate version hit on 4+ instead of 3+ might not give the same average number of hits as the standard version hitting on 5+.

For the Wheel of Thought: the standard Mindriders ship, the Thoughtforce, is very slow, being basically a semi-mobile fort. To be consistent with this, you may want to drop the Wheel of Thought's speed and turn rate. Also, "In either mode, weapon must be in arc and can only be used in the Attack Phase" - the telekinetic cutter has T arc so is always in arc! It will, however, need to be in range to do anything.

For the Angel: since the Triad like doing things in threes, perhaps have three Photonic Prism Beams with 5AD and the same ability as the Triumviron to gain additional AD when more than one beam attacks the same target.

As to my favourite: I'm going to vote for the Shrouded Saber. For gameplay, I've always preferred the Dark Knife over the other Ancients, the reason being that a single huge scary ship against a fleet of lesser ships is always in danger of being rendered helpless by critical hits. Super manoeuvrability plus stealth gives the Dark Knife a better chance than others to get out of traps and to recover from a crit which knocks out its weapons or its drive. Add in the Traverse Drive and this could be a lot of fun to play.
I appreciate the feedback. I think I will amend the rules for the Knightship regarding beams although they already state that beams only hit on a 5+. The Wheel of Thought is a small, very maneuverable ship of the Mindriders which constantly pivots. I think I was writing rules for the Telekinetic Cutter in general and not specifically for the ship. You're right about the Triad Order liking things in threes and I will try and accommodate. I also wanted to clarify something about the Torvalus Stealth. I will bold parts in sections which have been changed or added. Please let me know what you think. Thank you.
ATN082268
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Posts: 110
Joined: Sun Apr 20, 2008 11:40 pm

Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Mon May 30, 2016 12:30 pm

Sections with changes/ additions are in bold.

ATN082268 wrote:Which of the following B5 ACTA Ancient custom designs do you like the best?

1. Shrouded Saber
2. Pathfinder
3. Knightship
4. Wheel of Thought
5. Angel

******************************
1. Shrouded Saber (Ancient)

The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.


Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).

Weapon/ Range/ Arc/ AD/ Special

Volley Laser/ 20/ F/P*/ 10/ Super AP, Double Damage

Volley Laser/ 20/ F/S*/ 10/ Super AP, Double Damage

* F/P covers Forward and Port arcs and F/S covers Forward and Starboard arcs.

Notes:

Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. At the end of the movement phase (including after all fighters have moved), a unit with a Traverse Drive may move up to 4 inches away from its position after standard movement; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).

Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so. A unit with the Advanced Stealth trait cannot have its stealth abilities completely nullified by another unit for any reason (like the Ancient Walker's Power Drain Field) except that it can still be critically hit (and become non-functional until repaired) by weapons fire per standard rules.


**********************************

2. Pathfinder (Ancient)

When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.


Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.

Weapon/ Range/ Arc/ AD/ Special

Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate or damage Shields or Gravitic Energy Grids. Not cumulative for multiple hits.

Medium Lightning Array/ 25/ F/ 10/ Beam, Precise, Double Damage.

Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.


Notes:

Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.

Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).

Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.

**************************************

3. Knightship (Ancient)

The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.

Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hardened Armor (see notes below), Gravitic Energy Grid 5, Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.

Weapon/ Range/ Arc/ AD/ Special

Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.

Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate

Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate

* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.

Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7. Beam and Mini-Beam weapons hit on a 5+ and re-roll for further Beam hits on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.

**************************************

4. Wheel of Thought (Ancient)

Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.


Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Afterburner, Agile, Flight Computer, Self Repair 2D6, Shields 5/5.

Weapon/ Range/ Arc/ AD/ Special

Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.

Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.

Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.

Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept any weapon attack hit (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.

******************************************

5. Angel (Ancient)

The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.

Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam weapons which includes Mini-Beams), Advanced Jump Engine, Flight Computer, Self Repair 3D6.

Weapon/ Range/ Arc/ AD/ Special

Photonic Prism Beam/ 20/ F/ 4/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/P*/ 4/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/S*/ 4/ Beam, Precise, Double Damage.


Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.

* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.

Notes:

Photonic Prism Beam: Two Photonic Prism Beams can be combined to fire at the same target in a turn for a single 10 AD attack. Three Photonic Prism Beams can be combined to fire at the same target in a turn for a single 15 AD attack. Combined weapons must all be in the same arc and have all other weapon characteristics.

Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.

***********************************************
AdrianH
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Posts: 1480
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Location: Edinburgh, UK

Re: Which B5 ACTA Ancient do you like the best?

Postby AdrianH » Mon May 30, 2016 1:41 pm

The original 2nd Edition rules for beams have them hit on 4+ and each hit re-rolls for further hits. If you do the maths, this works out as on average 1 hit per AD. The favoured alternate system is that a beam hits on 3+ but only re-rolls for further hits on 5+. This also works out on average as 1 hit per AD, so balance is kept - beams are no more powerful on average with either system.

If you say that beams hit on 5+, presumably based on the original system, how then do you allow for the alternate system?

For the Shrouded Saber, I would say that its advanced stealth can be disabled by the Walkers' power drain. The effect of the drain is to leave the ship crippled and skeleton crewed, and any trait - including advanced stealth - is lost on a roll of 4+ when a ship is crippled. It doesn't matter how advanced the stealth is, if it has no power then it can't work. Besides, stealth plus super manoeuvrability already make the Torvalus ships very powerful, they don't need to get further boosts like this. The main effect of advanced stealth would be that a Minbari Leshath, which normally drops stealth right down to 1, would only reduce this ship's stealth by 1.

For the Pathfinder, you can leave out the bit about how its scouting reduces a non-Ancient ship's stealth to 1. Ancients disregard non-Ancient stealth entirely anyway. Also, the bit about hyper-advanced jump engine would probably be better given to the Angel. Among the official Ancients, it is the Triumviron which has Hyperspace Mastery, of which this appears to be an enhanced version.

For the Knightship, hull 7 should still be hit on a natural 6. Likewise, weak weapons which have -1 to their attack rolls and therefore treat hull 6 as if it were hull 7 still hit on a natural 6.

All the official Ancients have Advanced Anti-Fighter 8. You may want to consider adding Advanced Anti-Fighter to these ships as well, though perhaps not the full 8.

Another thought. How do you plan to rate these ships for Fleet Allocation Points? Official Ancients are defined as 1 point at Ancient level, which is a unique Priority Level one above Armageddon. Thus a single Ancient ship is worth 2 Armageddon points, and that's what an opponent would have to spend on his choice of fleet. Your ships appear to be less powerful than the original Ancients but not by enough to drop them to 1 Armageddon point.
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ATN082268
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Mon May 30, 2016 2:21 pm

AdrianH wrote:The original 2nd Edition rules for beams have them hit on 4+ and each hit re-rolls for further hits. If you do the maths, this works out as on average 1 hit per AD. The favoured alternate system is that a beam hits on 3+ but only re-rolls for further hits on 5+. This also works out on average as 1 hit per AD, so balance is kept - beams are no more powerful on average with either system.

If you say that beams hit on 5+, presumably based on the original system, how then do you allow for the alternate system?

For the Shrouded Saber, I would say that its advanced stealth can be disabled by the Walkers' power drain. The effect of the drain is to leave the ship crippled and skeleton crewed, and any trait - including advanced stealth - is lost on a roll of 4+ when a ship is crippled. It doesn't matter how advanced the stealth is, if it has no power then it can't work. Besides, stealth plus super manoeuvrability already make the Torvalus ships very powerful, they don't need to get further boosts like this. The main effect of advanced stealth would be that a Minbari Leshath, which normally drops stealth right down to 1, would only reduce this ship's stealth by 1.

For the Pathfinder, you can leave out the bit about how its scouting reduces a non-Ancient ship's stealth to 1. Ancients disregard non-Ancient stealth entirely anyway. Also, the bit about hyper-advanced jump engine would probably be better given to the Angel. Among the official Ancients, it is the Triumviron which has Hyperspace Mastery, of which this appears to be an enhanced version.

For the Knightship, hull 7 should still be hit on a natural 6. Likewise, weak weapons which have -1 to their attack rolls and therefore treat hull 6 as if it were hull 7 still hit on a natural 6.

All the official Ancients have Advanced Anti-Fighter 8. You may want to consider adding Advanced Anti-Fighter to these ships as well, though perhaps not the full 8.

Another thought. How do you plan to rate these ships for Fleet Allocation Points? Official Ancients are defined as 1 point at Ancient level, which is a unique Priority Level one above Armageddon. Thus a single Ancient ship is worth 2 Armageddon points, and that's what an opponent would have to spend on his choice of fleet. Your ships appear to be less powerful than the original Ancients but not by enough to drop them to 1 Armageddon point.

I appreciate all the help.

For the Knightship and its Hardened Armor, the 5+ to hit with Beams also applies to the re-roll for further beam hits, regardless of what system is used. On Hardened Armor, AP weapons will hit on a 6 and Super AP will hit on a 5. Weak weapons will never hurt Hardened Armor but just don't bring weak weapons to an Ancient fight :)

After thinking about it, I agree with you regarding the Walker's Power Drain affecting the Torvalus Stealth.

The official Mongoose Ancients have Advanced Anti-Fighter but in the Agents of Gaming system (AOG), Ancients generally had trouble with swarms of fighters. Also in AOG the Walkers were the explorers with mastery of Hyperspace/ Jumping. I don't think some of the different ways I approach the Ancients necessarily invalidates or is incompatible with the official Mongoose take on them. And while some of my rules/ explanations may seem redundant at times, the rules can and do change and I want some things to remain consistent (and sometimes less confusing).

As far as rating these ships, I would rate them as standard Ancient (or 2 Armageddon). I'll see what I can do about beefing up some of them, although in the case of the Knightship with its Hardened Armor, it may be there already...

I never got around to it but Ancient (non-Shadow and Vorlon) Fighters can be really interesting. If I go back and come up with some, I may adopt them into the designs :)
Last edited by ATN082268 on Mon May 30, 2016 3:53 pm, edited 1 time in total.
ATN082268
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Mon May 30, 2016 3:15 pm

Changes or additions will be in bold and/or otherwise noted:

1. Shrouded Saber (Ancient)

The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.


Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).

Weapon/ Range/ Arc/ AD/ Special

Volley Laser/ 25/ F/P*/ 12/ Super AP, Double Damage

Volley Laser/ 25/ F/S*/ 12/ Super AP, Double Damage

* F/P covers Forward and Port arcs and F/S covers Forward and Starboard arcs.

Notes:

Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. At the end of the movement phase (including after all fighters have moved), a unit with a Traverse Drive may move up to 6 inches away from its position after standard movement; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).

Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so. [Last section deleted]

**********************************

2. Pathfinder (Ancient)

When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.


Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.

Weapon/ Range/ Arc/ AD/ Special

Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate Shields or Gravitic Energy Grids but will reduce their effectiveness by 3 (minimum of 0) for the turn. Not cumulative for multiple hits.

Medium Lightning Array/ 30/ F/ 12/ Beam, Precise, Double Damage.

Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.


Notes:

Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter and/or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.

Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).

Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.

**************************************

3. Knightship (Ancient)

The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.

Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hardened Armor (see notes below), Gravitic Energy Grid 5, Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.

Weapon/ Range/ Arc/ AD/ Special

Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.

Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate

Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate

* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.

Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7. Beam and Mini-Beam weapons hit on a 5+ and re-roll for further Beam hits on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.

**************************************

4. Wheel of Thought (Ancient)

Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.


Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Afterburner, Agile, Flight Computer, Self Repair 2D6, Shields 10/5.

Weapon/ Range/ Arc/ AD/ Special

Telekinetic Cutter/ 25/ T/ 18/ AP, Accurate, Double Damage. See notes below.

Trioptic Pulsar/ 15/ F/ 8/ Beam, Precise, Double Damage.

Trioptic Pulsar/ 15/ A/ 8/ Beam, Precise, Double Damage.

Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept all weapon attack hits(including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.

******************************************

5. Angel (Ancient)

The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.

Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam and Mini-Beam weapons), Advanced Jump Engine, Flight Computer, Self Repair 4D6.

Weapon/ Range/ Arc/ AD/ Special

Photonic Prism Beam/ 25/ F/ 5/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 25/ F/P*/ 5/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 25/ F/S*/ 5/ Beam, Precise, Double Damage.

Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.

* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.

Notes:

Photonic Prism Beam: Two Photonic Prism Beams can be combined to fire at the same target in a turn for a single 12 AD attack. Three Photonic Prism Beams can be combined to fire at the same target in a turn for a single 18 AD attack. Combined weapons must all be in the same arc and have all other weapon characteristics.

Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.
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Re: Which B5 ACTA Ancient do you like the best?

Postby AdrianH » Thu Jun 02, 2016 8:37 am

ATN082268 wrote: As far as rating these ships, I would rate them as standard Ancient (or 2 Armageddon). I'll see what I can do about beefing up some of them, although in the case of the Knightship with its Hardened Armor, it may be there already...
Perhaps go the other way and weaken them a bit to drop them to 1 Armageddon? The official Ancient ships are 2 Armageddon and can pose a bit of a problem if your opponent has a modest fleet collection - any time I've put one of them on the table, the other player has to pick his race and then use pretty well his entire fleet. Lesser ships would allow for smaller games, or allow you to field two of them so you're not completely stuffed when one of them has its weapons and drives knocked out by crits. (It will repair them the next turn, but you're still spending one turn with your only ship adrift and not doing anything.)
I never got around to it but Ancient (non-Shadow and Vorlon) Fighters can be really interesting. If I go back and come up with some, I may adopt them into the designs :)
I once wrote up stats for a Kirishiac fighter but I can't find them now. It probably had speed 12, Dogfight +0 and armament consisting of one 2D Anti-Gravity Beam, Precise Mini-Beam, range 3.
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Thu Jun 02, 2016 11:34 am

AdrianH wrote:
ATN082268 wrote: As far as rating these ships, I would rate them as standard Ancient (or 2 Armageddon). I'll see what I can do about beefing up some of them, although in the case of the Knightship with its Hardened Armor, it may be there already...
Perhaps go the other way and weaken them a bit to drop them to 1 Armageddon? The official Ancient ships are 2 Armageddon and can pose a bit of a problem if your opponent has a modest fleet collection - any time I've put one of them on the table, the other player has to pick his race and then use pretty well his entire fleet. Lesser ships would allow for smaller games, or allow you to field two of them so you're not completely stuffed when one of them has its weapons and drives knocked out by crits. (It will repair them the next turn, but you're still spending one turn with your only ship adrift and not doing anything.)
I never got around to it but Ancient (non-Shadow and Vorlon) Fighters can be really interesting. If I go back and come up with some, I may adopt them into the designs :)
I once wrote up stats for a Kirishiac fighter but I can't find them now. It probably had speed 12, Dogfight +0 and armament consisting of one 2D Anti-Gravity Beam, Precise Mini-Beam, range 3.
I'll try the 1 Armageddon Ancient design route. Please let me know what you think :)
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Thu Jun 02, 2016 12:40 pm

O.K. The below are Ancient ship designs but are rated at 1 Armageddon point each.

******************************
1. Shrouded Saber (Armageddon)

The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.


Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).

Weapon/ Range/ Arc/ AD/ Special

Volley Laser/ 20/ F/P*/ 10/ Super AP, Double Damage

Volley Laser/ 20/ F/S*/ 10/ Super AP, Double Damage

* F/P covers Forward and Port arcs and F/S covers Forward and Starboard arcs.

Notes:

Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. During the movement phase, after all units have made their normal movement (including all fighters), a unit with a Traverse Drive may move up to 4 inches away from its position; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).

Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so.


**********************************

2. Pathfinder (Armageddon)

When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.


Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.

Weapon/ Range/ Arc/ AD/ Special

Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate Shields or Gravitic Energy Grids but will reduce their effectiveness by 3 (to a minimum of 0). Not cumulative for multiple hits.

Chromatic Pulse Driver/ 10/ F/ 15/ AP, Accurate, Double Damage.


Notes:

Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter and/or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.

Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).

Power Drain Field: Immediately after the end of the movement phase, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action for that turn. These effects will only last so long as a unit is within 7 inches of the Pathfinder after the end of the movement phase for that turn. Effects of one turn have no effect on other turns. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.

**************************************

3. Knightship (Armageddon)

The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.

Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hardened Armor (see notes below), Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.

Weapon/ Range/ Arc/ AD/ Special

Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.

Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate

Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate

* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.

Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7. Beam and Mini-Beam weapons hit on a 5+ and re-roll for further Beam hits on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.

**************************************

4. Wheel of Thought (Armageddon)

Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.


Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Agile, Flight Computer, Self Repair 2D6, Shields 5/5.

Weapon/ Range/ Arc/ AD/ Special

Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.

Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.

Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.

Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept all weapon attack hits (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.

******************************************

5. Angel (Armageddon)

The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.

Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam and Mini-Beam weapons), Advanced Jump Engine, Flight Computer, Self Repair 3D6.

Weapon/ Range/ Arc/ AD/ Special

Photonic Prism Beam/ 20/ F/ 3/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/P*/ 3/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/S*/ 3/ Beam, Precise, Double Damage.

Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.

* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.

Notes:

Photonic Prism Beam: Two Photonic Prism Beams can be combined to fire at the same target in a turn for a single 8 AD attack. Three Photonic Prism Beams can be combined to fire at the same target in a turn for a single 12 AD attack. Combined weapons must all be in the same arc and have all other weapon characteristics.

Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.
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Re: Which B5 ACTA Ancient do you like the best?

Postby AdrianH » Tue Jun 07, 2016 8:24 am

Do I detect the influence of ACTA:SF? Several ships have lost their beams, one has SF-style mixed arcs, and another has a weapon looking suspiciously like a phaser. ;)

The Shrouded Saber is perhaps still too strong for Armageddon level when compared to the standard Dark Knife. The normal Ancient ship has damage 250, crippled on 25; this one has damage 200, crippled on 20, so not much of a reduction. It loses its beam but gains a second volley laser, plus the ability to cover multiple arcs with the volley lasers, plus the traverse drive, plus enhanced stealth. Maybe drop it to one volley laser (or put back the original beam and lose the volley laser) and lose the SF-style mixed arcs. You then have a significantly less powerful ship which is harder to attack and almost as tough as the original.

The ability of the Knightship's torpedo to ignore pretty well every defence is a bit too good. None of the other Ancient projectile weapons can do that, and the Kirishiac are supposed to be the least ancient Ancients. And I still say that hardened armour should not affect full beams, partly because beams by definition ignore hull value, but mainly because it ruins the balance built into the various optional beam rules - which are all official. All beam rules normally yield the same average number of hits so there is no tactical advantage to picking one rule over another, but that's not the case with the hardened armour rules. Having hardened armour affect mini-beams isn't such a problem as there are no alternative rules for those so there is no similar balance problem.

Beyond that, it's now down to playtesting. Put one of these against 1 Armageddon point's worth of Minbari or Centauri ships and see what happens. If the Ancient ship always wins then it needs to be toned down a bit; if it always loses then it needs to be boosted a bit; if it sometimes wins and sometimes loses (other than the dice deciding to roll lots of 6's for one side and lots of 1's for the other :lol) then you've got the balance right.
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Tue Jun 07, 2016 12:33 pm

AdrianH wrote:Do I detect the influence of ACTA:SF? Several ships have lost their beams, one has SF-style mixed arcs, and another has a weapon looking suspiciously like a phaser. ;)

The Shrouded Saber is perhaps still too strong for Armageddon level when compared to the standard Dark Knife. The normal Ancient ship has damage 250, crippled on 25; this one has damage 200, crippled on 20, so not much of a reduction. It loses its beam but gains a second volley laser, plus the ability to cover multiple arcs with the volley lasers, plus the traverse drive, plus enhanced stealth. Maybe drop it to one volley laser (or put back the original beam and lose the volley laser) and lose the SF-style mixed arcs. You then have a significantly less powerful ship which is harder to attack and almost as tough as the original.

The ability of the Knightship's torpedo to ignore pretty well every defence is a bit too good. None of the other Ancient projectile weapons can do that, and the Kirishiac are supposed to be the least ancient Ancients. And I still say that hardened armour should not affect full beams, partly because beams by definition ignore hull value, but mainly because it ruins the balance built into the various optional beam rules - which are all official. All beam rules normally yield the same average number of hits so there is no tactical advantage to picking one rule over another, but that's not the case with the hardened armour rules. Having hardened armour affect mini-beams isn't such a problem as there are no alternative rules for those so there is no similar balance problem.

Beyond that, it's now down to playtesting. Put one of these against 1 Armageddon point's worth of Minbari or Centauri ships and see what happens. If the Ancient ship always wins then it needs to be toned down a bit; if it always loses then it needs to be boosted a bit; if it sometimes wins and sometimes loses (other than the dice deciding to roll lots of 6's for one side and lots of 1's for the other :lol) then you've got the balance right.
The mixed arcs thing wasn't too uncommon in the old AOG Babylon 5 Wars game especially with the Ancients. I agree with your assessment regarding the Shrouded Saber. The Kirishiac may be a relatively young Ancient race but they conducted a lot of wars against other Ancients, so their technology should reflect that. Besides, the Torpedo isn't really that powerful and the only main weapon for the ship. The properties of Hardened Armor go beyond a certain hull value, so I'm comfortable with the current rules for it so long as it is balanced. I'm not sure why using one set of beam rules over another would make a difference against Hardened Armor since all beams are treated the same against Hardened Armor. Am I missing something or do I need to clarify something? I'll post the final revision in this thread before playtesting them. And then I and other players have to find the time to meet :) Eventually I'll post an update...

I appreciate your help. Thank you.

Edit: Especially since it has been a while since I've played ACTA, based on the rules listed for the Pathfinder, how quickly can it jump out of and onto the battlefield and does this affect its actions ?
Last edited by ATN082268 on Tue Jun 07, 2016 1:29 pm, edited 1 time in total.
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Tue Jun 07, 2016 12:55 pm

1. Shrouded Saber (Armageddon)

The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.


Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).

Weapon/ Range/ Arc/ AD/ Special

Volley Laser/ 20/ F/ 12/ Super AP, Double Damage

Notes:

Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. During the movement phase, after all units have made their normal movement (including all fighters), a unit with a Traverse Drive may move up to 4 inches away from its position; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).

Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so.


**********************************

2. Pathfinder (Armageddon)

When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.


Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.

Weapon/ Range/ Arc/ AD/ Special

Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate Shields or Gravitic Energy Grids but will reduce their effectiveness by 3 (to a minimum of 0). Not cumulative for multiple hits.

Chromatic Pulse Driver/ 10/ F/ 20/ AP, Double Damage.


Notes:

Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter and/or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.

Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).

Power Drain Field: Immediately after the end of the movement phase, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action for that turn. These effects will only last so long as a unit is within 7 inches of the Pathfinder after the end of the movement phase for that turn. Effects of one turn have no effect on other turns. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.

**************************************

3. Knightship (Armageddon)

The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.

Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hardened Armor (see notes below), Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.

Weapon/ Range/ Arc/ AD/ Special

Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.

Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate

Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate

* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.

Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7. Beam and Mini-Beam weapons hit on a 5+ and re-roll for further Beam hits on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.

**************************************

4. Wheel of Thought (Armageddon)

Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.


Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Agile, Flight Computer, Self Repair 2D6, Shields 5/5.

Weapon/ Range/ Arc/ AD/ Special

Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.

Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.

Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.

Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept all weapon attack hits (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.

******************************************

5. Angel (Armageddon)

The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.

Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam and Mini-Beam weapons), Advanced Jump Engine, Flight Computer, Self Repair 3D6.

Weapon/ Range/ Arc/ AD/ Special

Photonic Prism Beam/ 20/ F/ 3/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/P*/ 3/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/S*/ 3/ Beam, Precise, Double Damage.

Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.

* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.

Notes:

Photonic Prism Beam: Two Photonic Prism Beams can be combined to fire at the same target in a turn for a single 8 AD attack. Three Photonic Prism Beams can be combined to fire at the same target in a turn for a single 12 AD attack. Combined weapons must all be in the same arc and have all other weapon characteristics.

Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.
AdrianH
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Re: Which B5 ACTA Ancient do you like the best?

Postby AdrianH » Tue Jun 07, 2016 4:02 pm

ATN082268 wrote: The mixed arcs thing wasn't too uncommon in the old AOG Babylon 5 Wars game especially with the Ancients.
I haven't seen "Babylon 5 Wars", but the only ACTA version I've seen with mixed arcs is ACTA:SF. The ability of the Telekinetic Cutter to be used offensively or defensively also looks like an ACTA:SF phaser.
I agree with your assessment regarding the Shrouded Saber. The Kirishiac may be a relatively young Ancient race but they conducted a lot of wars against other Ancients, so their technology should reflect that. Besides, the Torpedo isn't really that powerful and the only main weapon for the ship. The properties of Hardened Armor go beyond a certain hull value, so I'm comfortable with the current rules for it so long as it is balanced. I'm not sure why using one set of beam rules over another would make a difference against Hardened Armor since all beams are treated the same against Hardened Armor. Am I missing something or do I need to clarify something? I'll post the final revision in this thread before playtesting them. And then I and other players have to find the time to meet :) Eventually I'll post an update...
The standard rule for beams is hit on 4+ and re-roll for more hits. So probability of first hit is 1/2, probability of second hit is 1/4, probability of nth hit is 1/2^n. Add all that together and the average number of hits for 1 AD is 1.

The most popular optional rule is hit on 3+ but only re-roll on 5+. So probability of first hit is 2/3, probability of second hit is 2/9, probability of nth hit is 2/(3^n). Again, add all that together and the average number of hits per AD is 1. The difference is that there are fewer flat misses and huge expansions, making beams more predictable so that a game involving ships with beams is more about tactics and less about getting lucky on the dice.

Your rule for hardened armour seems to put a -1DM on the beam roll. So for someone using the standard rule, probability of first hit is now 1/3, probability of second hit is 1/9, probability of nth hit is 1/3^n. Add that together and the average number of hits for 1AD is 1/2. For one thing, that's a remarkably effective defence against a weapon which by normal ACTA definitions ignores hull value entirely and ships using it are balanced accordingly.

If the same -1DM is applied to the alternative rule then the beam now hits on 4+ and re-rolls for hits on 6+. Probability of first hit is 1/2, probability of second hit is 1/12, probability of third hit is 1/72, probability of nth hit is 1/(2 x 6^(n-1)). Average number of hits per AD is 0.6. Either that or you're forbidding people from using the alternative rule, they must use the standard rule with a -1DM when facing the Knightship, which isn't going to make it popular with anyone who prefers to use the alternative beam rule, which is probably most remaining B5:ACTA players these days.
Edit: Especially since it has been a while since I've played ACTA, based on the rules listed for the Pathfinder, how quickly can it jump out of and onto the battlefield and does this affect its actions ?
Looking at the hyper-advanced jump engine rule again, it looks excessively powerful. "May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario" - in other words this thing can use hyperspace even when a scenario explicitly forbids it. It also has the Shadow ability to exit hyperspace anywhere it likes, which is generally regarded as excessively powerful and has been reduced by requiring the Shadow ship to declare "Initiate jump point" and emerge from or enter hyperspace next turn - it just doesn't need to place a jump point marker and can emerge wherever it likes. But on screen the Walker does create a jump point, albeit not the same style as normal. (Watch "Mind War" or "Into The Fire".) I'd suggest that the Pathfinder is allowed to exit hyperspace once and enter hyperspace once, the same way as a Blue Star. It does place a jump point marker and can only do this if the scenario allows hyperspace.
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ATN082268
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Tue Jun 07, 2016 6:05 pm

<Snip Post>
AdrianH wrote:Either that or you're forbidding people from using the alternative rule, they must use the standard rule with a -1DM when facing the Knightship, which isn't going to make it popular with anyone who prefers to use the alternative beam rule, which is probably most remaining B5:ACTA players these days.
A section for the Hardened Armor rules specifically states: "Beam and Mini-Beam weapons hit on a 5+ and re-roll for further Beam hits on a 5+." It effectively prohibits the use of standard and alternate beam rules.
AdrianH wrote:Looking at the hyper-advanced jump engine rule again, it looks excessively powerful. "May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario" - in other words this thing can use hyperspace even when a scenario explicitly forbids it. It also has the Shadow ability to exit hyperspace anywhere it likes, which is generally regarded as excessively powerful and has been reduced by requiring the Shadow ship to declare "Initiate jump point" and emerge from or enter hyperspace next turn - it just doesn't need to place a jump point marker and can emerge wherever it likes. But on screen the Walker does create a jump point, albeit not the same style as normal. (Watch "Mind War" or "Into The Fire".) I'd suggest that the Pathfinder is allowed to exit hyperspace once and enter hyperspace once, the same way as a Blue Star. It does place a jump point marker and can only do this if the scenario allows hyperspace.
I was going more from AOG Babylon 5 Wars gaming material. I think I need to tweak it a bit before entering it into playtest. I'll certainly watch those two episodes as time permits :)
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Re: Which B5 ACTA Ancient do you like the best?

Postby ATN082268 » Wed Jun 08, 2016 12:41 pm

O.K. Hopefully this will be the last revision before playtesting. If not just let me know where I screwed up :)


1. Shrouded Saber (Armageddon)

The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.


Speed: 12
Turn: SM
Hull: 5
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).

Weapon/ Range/ Arc/ AD/ Special

Volley Laser/ 20/ F/ 12/ Super AP, Double Damage

Notes:

Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. During the movement phase, after all units have made their normal movement (including all fighters), a unit with a Traverse Drive may move up to 4 inches away from its position; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).

Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so.


**********************************

2. Pathfinder (Armageddon)

When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.


Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 190/ 19
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.

Weapon/ Range/ Arc/ AD/ Special

Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate Shields or Gravitic Energy Grids but will reduce their effectiveness by 3 (to a minimum of 0). Not cumulative for multiple hits.

Lightning Array/ 25/ F/10/ Beam, Precise, Double Damage.

Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.


Notes:

Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).

Power Drain Field: Immediately after the end of the movement phase, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action for that turn. These effects will only last so long as a unit is within 7 inches of the Pathfinder after the end of the movement phase for that turn. Effects of one turn have no effect on other turns. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.

**************************************

3. Knightship (Armageddon)

The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.

Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Hardened Armor (see notes below), Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.

Weapon/ Range/ Arc/ AD/ Special

Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.

Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate

Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate

* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.

Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7. Beam and Mini-Beam weapons hit on a 5+ and re-roll for further Beam hits on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.

**************************************

4. Wheel of Thought (Armageddon)

Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.


Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 180/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Advanced Jump Engine, Agile, Afterburner, Flight Computer, Self Repair 2D6, Shields 5/5.

Weapon/ Range/ Arc/ AD/ Special

Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.

Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.

Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.

Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept all weapon attack hits (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.

******************************************

5. Angel (Armageddon)

The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.

Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 150/ 15
Crew: -
Troops: -
Craft: None
In Service: Until 2261

Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam and Mini-Beam weapons), Advanced Jump Engine, Flight Computer, Self Repair 3D6.

Weapon/ Range/ Arc/ AD/ Special

Photonic Prism Beam/ 20/ F/ 3/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/P*/ 3/ Beam, Precise, Double Damage.

Photonic Prism Beam/ 20/ F/S*/ 3/ Beam, Precise, Double Damage.

Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.

* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.

Notes:

Photonic Prism Beam: Two Photonic Prism Beams can be combined to fire at the same target in a turn for a single 8 AD attack. Three Photonic Prism Beams can be combined to fire at the same target in a turn for a single 12 AD attack. Combined weapons must all be in the same arc and have all other weapon characteristics.

Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.

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